static bool run_remeshing_for_lod(ISimplygonSDK sdk, int lod_index, uint merge_distance) { string userProfileDirectory = System.Environment.GetEnvironmentVariable("USERPROFILE"); string assetRoot = userProfileDirectory + @"/Documents/SimplygonSDK/SourceCode/Assets/"; string tempRoot = @"../../../../../temp/"; string output_filename = string.Format(tempRoot + "wall_lod{0}_merge{1}.obj", lod_index + 1, merge_distance); string output_material_filename = string.Format(tempRoot + "wall_lod{0}_merge{1}.mtl", lod_index + 1, merge_distance); string output_diffuse_filename = string.Format(tempRoot + "wall_lod{0}_merge{1}_diffuse.png", lod_index + 1, merge_distance); string output_normals_filename = string.Format(tempRoot + "wall_lod{0}_merge{1}_normals.png", lod_index + 1, merge_distance); // Import source geometry spGeometryData geom; spMaterialTable materials; Console.WriteLine("Importing wavefront .obj file...\n"); { // Run import spWavefrontImporter importer = sdk.CreateWavefrontImporter(); importer.SetExtractGroups(false); // We only want one large geometry, no need to extract groups importer.SetImportFilePath(assetRoot + "wall.obj"); if (!importer.RunImport()) { Console.WriteLine("Could not open input test file"); return(false); } // Get the only geometry and the materials geom = importer.GetFirstGeometry(); materials = importer.GetMaterials(); } // Make a copy of the geometry, we need the original for texture casting later. // The remesher will replace the data of the geometry after it has processed it. spGeometryData red_geom = geom.NewCopy(true); // Create a Scene-object and a SceneMesh-object. // Place the red_geom into the SceneMesh, and then the SceneMesh as a child to the RootNode. spScene scene = sdk.CreateScene(); spSceneMesh mesh = sdk.CreateSceneMesh(); mesh.SetGeometry(red_geom); mesh.SetName(red_geom.GetName().GetText()); scene.GetRootNode().AddChild(mesh); spMappingImage mapping_image; // Remesh it Console.WriteLine("Running remesher...\n"); { spRemeshingProcessor remesher = sdk.CreateRemeshingProcessor(); // Set target on-screen size in pixels remesher.GetRemeshingSettings().SetOnScreenSize(lod_sizes[lod_index]); // Set the on-screen merge distance in pixels. Holes smaller than this will be sealed // and geometries closer to each other than this will be merged. remesher.GetRemeshingSettings().SetMergeDistance(merge_distance); // Disable the cutting plane remesher.GetRemeshingSettings().SetUseGroundPlane(false); // Set to generate mapping image for texture casting. remesher.GetMappingImageSettings().SetGenerateMappingImage(true); remesher.SetSceneRoot(scene.GetRootNode()); remesher.RemeshGeometry(); // Mapping image is needed later on for texture casting. mapping_image = remesher.GetMappingImage(); } spSceneMesh topmesh = Utils.SimplygonCast <spSceneMesh>(scene.GetRootNode().GetChild(0), false); // Cast diffuse texture and normal map data into a new material // Create new material table. spMaterialTable output_materials = sdk.CreateMaterialTable(); // Create new material for the table. spMaterial output_material = sdk.CreateMaterial(); output_materials.AddMaterial(output_material); // Cast diffuse texture data { // Cast the data using a color caster spColorCaster cast = sdk.CreateColorCaster(); cast.SetColorType(SimplygonSDK.SG_MATERIAL_CHANNEL_DIFFUSE); cast.SetSourceMaterials(materials); cast.SetMappingImage(mapping_image); // The mapping image we got from the remeshing process. cast.SetOutputChannels(3); // RGB, 3 channels! (1 would be for grey scale, and 4 would be for RGBA.) cast.SetOutputChannelBitDepth(8); // 8 bits per channel. So in this case we will have 24bit colors RGB. cast.SetDilation(10); // To avoid mip-map artifacts, the empty pixels on the map needs to be filled to a degree aswell. cast.SetOutputFilePath(output_diffuse_filename); // Where the texture map will be saved to file. cast.CastMaterials(); // Fetch! // set the material properties // Set the diffuse multiplier for the texture. 1 means it will not differ from original texture, // For example: 0 would ignore a specified color and 2 would make a color twice as pronounced as the others. output_material.SetDiffuseRed(1); output_material.SetDiffuseGreen(1); output_material.SetDiffuseBlue(1); // Set material to point to created texture filename. output_material.SetTexture(SimplygonSDK.SG_MATERIAL_CHANNEL_DIFFUSE, output_diffuse_filename); } // cast normal map texture data { // cast the data using a color caster spNormalCaster cast = sdk.CreateNormalCaster(); cast.SetSourceMaterials(materials); cast.SetMappingImage(mapping_image); cast.SetOutputChannels(3); // RGB, 3 channels! (But really the x, y and z values for the normal) cast.SetOutputChannelBitDepth(8); cast.SetDilation(10); cast.SetOutputFilePath(output_normals_filename); cast.CastMaterials(); // Set material to point to created texture filename. output_material.SetTexture(SimplygonSDK.SG_MATERIAL_CHANNEL_NORMALS, output_normals_filename); } // export the remeshed geometry to an OBJ file Console.WriteLine("Exporting wavefront .obj file...\n"); { spWavefrontExporter exporter = sdk.CreateWavefrontExporter(); exporter.SetExportFilePath(output_filename); exporter.SetSingleGeometry(topmesh.GetGeometry()); exporter.SetMaterials(output_materials); if (!exporter.RunExport()) { Console.WriteLine("Failed to write result"); return(false); } } return(true); }